ERRIS | LEVEL 17 |
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Male arctic elf bloodrager 17
CN Medium humanoid (elf)
Init +8+2 Dex, +4 Improved Initiative, +2 Warrior of Old trait; Senses darkvision 60 ft.; Perception +22
DEFENSE |
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AC 27, touch 14, flat-footed 25 (+11 armor, +2 deflection, +2 Dex, +2+1 Baba Yaga boon plus +1 Baba Yaga boon natural); -2 bloodraging
hp 239 (17d10+10217d10 bloodrager, +85 Con, +17 Favored Class, +0 Toughness feat; +27greater false life 11 plus 17 caster level temporary hp); +51 bloodraging; once as immediate action at 0 hpbreath of life (CL 20th)
Non-Lethal Damage 0
Fort +20+10 base, +5 Con, +2 Great Fortitude, +3 cloak of resistance (+23), Ref +10+5 base, +2 Dex, +3 cloak of resistance, Will +11+5 base, +0 Wis, +2 Iron Will, +3 cloak of resistance, +1 morale heroes' feast (+14); +4+4 heroes' feast OR +1 courageous furious greatsword on against fear vs. enchantment, fear and poison, +2 vs. spells cast by you or ally
Defensive Abilities 50% chance to negate critical hit or sneak attack, desert runner, improved uncanny dodge, indomitable will; DR 9/4/ bloodrager plus 5/ Baba Yaga boon and convert first 5 lethal damage to non-lethal (discharged at 50 total); Immune disease, exhaustion, fatigue, poison, staggered (nauseated, sickened); Resist cold 5
OFFENSE |
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Speed 40 ft.30 ft. base, -0 ft. armor, +10 ft. fast movement
Melee
+4 courageous furious greatsword +29/+24/+19/+14BAB plus +5 Str plus +4 enhancement plus +1 Weapon Focus plus +2 morale heroes' feast enhanced by courageous (1d10+101.5x Str plus +4 enhancement/17-20; on crit +2Iron Axe weapon training) or
Raging Power Attack +5 courageous furious greatsword +34/+24/+19/+14BAB plus +8 Str plus +6 enhancement plus +1 Weapon Focus plus -5 Power Attack plus +2 morale heroes' feast enhanced by courageous (1d10+361.5x Str plus +6 enhancement plus +15 Power Attack plus +3 Blooded Arcane Strike/17-20; on crit +2Iron Axe weapon training)
Ranged
+1 adaptive composite longbow +21/+16/+11/+6BAB plus +2 Dex plus +1 enhancement plus +1 morale heroes' feast (1d8+6+5 Str plus +1 enhancement/x3; increments 105 = thrown/early firearm | 10 = projectile; range 1100 ft. ft.)
Space 5 ft.; Reach 5 ft. (10 ft.)
Special Attacks greater bloodrage (474 base plus +5 Con plus +6 Extra Rage plus 32 for bloodrager levels after level 1 rounds/day)
Bloodrager Spells Known (CL 17th; concentration +23)
4th (1 2/day)black tentacles, flash forward, greater false life, ice storm, stoneskinM, telekinetic chargeP
3rd (2 3/day)blood biography (DC 19), displacementB, force punchP (DC 19), greater magic weapon, haste, heroism, phantom steed
2nd (4 5/day)ablative barrierP, bull's strength, flaming sphere (DC 18), mirror image, perfect placement, resist energy, see invisibilityB, spider climb
1st (6/day)enlarge personB, feather fall, jump, magic missile, protection from evil, shield, true strike
Bloodline Aberrant; M Requires costly material component to cast.; P Bonus from page of spell knowledge.
TACTICS |
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Before Combat Erris consumes extended heroes' feast and casts extended ablative barrier, greater false life, and greater magic weapon each morning using extend metamagic rod.
Base Statistics Without ablative barrier, greater false life, greater magic weapon, heroes' feast, Erris's stastics are hp 212 (17d10+10217d10 bloodrager, +85 Con, +17 Favored Class, +0 Toughness feat); Will +10+5 base, +0 Wis, +2 Iron Will, +3 cloak of resistance; +1 vs. fear, +0 vs. poison; Melee +1 courageous furious greatsword +24/+19/+14/+9BAB plus +5 Str plus +1 enhancement plus +1 Weapon Focus (1d10+81.5x Str plus +1 enhancement/17-20; on crit +2Iron Axe weapon training); Ranged +1 adaptive composite longbow +20/+15/+10/+5BAB plus +2 Dex plus +1 enhancement (1d8+6+5 Str plus +1 enhancement/x3; increments 105 = thrown/early firearm | 10 = projectile; range 1100 ft. ft.); CMB +22+17 BAB, +0 size, +5 Str.
STATISTICS |
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Str 2017 base, +0 race, +1 level, +2 inherent Baba Yaga boon (26), Dex 1411 base, +2 race, +1 level, Con 2012 base, -2 race, +2 level, +2 Black Rider mantle, +6 belt of mighty constitution (26), Int 108 base, +2 race, +0 level, Wis 1111 base, +0 race, +0 level, Cha 2215 base, +0 race, +0 level, +3 inherent tome of leadership and influence, +4 headband of alluring charisma
Base Atk +17/+12/+7/+2; CMB +23+17 BAB, +0 size, +5 Str, +1 morale heroes' feast (+26); CMD 3610 +17 BAB, +0 size, +5 Str, +2 Dex, +2 deflection, +0 dodge (37)
Traits Huldra's Luck, Warrior of Old
Feats Arcane Strike, Armor Proficiency (light, medium), Blooded Arcane Strike, Combat Reflexes, Eschew MaterialsB, Extra Rage, Furious Focus, Great FortitudeB, Improved Critical (greatsword) Improved InitiativeB, Iron WillB, Martial Weapon Proficiency (all), Power Attack, Pushing Assault, Shield Proficiency (all except tower shields), Simple Weapon Proficiency (all), Vital Strike, Weapon Focus (greatsword)
Skills +1916 ranks, +2 Dex, +3 class skill, -2 armor, Appraise +00 ranks, +0 Int, Bluff +60 ranks, +6 Cha, Climb +30 ranks, +5 Str, -2 armor, Diplomacy +60 ranks, +6 Cha, Disguise +60 ranks, +6 Cha, Escape Artist +1314 ranks, +1 Dex, -2 armor, Fly +11 ranks, +2 Dex, -2 armor, Heal +00 ranks, +0 Wis, Intimidate +60 ranks, +6 Cha, Knowledge (arcana) +2017 ranks, +0 Int, +3 class skill, Perception +2217 ranks, +0 Wis, +3 class skill, +2 racial, Ride +41 ranks, +2 Dex, +3 class skill, -2 armor, Sense Motive +00 ranks, +0 Wis, Stealth +11 ranks, +2 Dex, -2 armor, Survival +41 ranks, +0 Wis, +3 class skill, Swim +30 ranks, +5 Str, -2 armor; Racial Modifiers +2 Perception
AcrobaticsLanguages Common, Elven
SQ aberrant resistance, blood casting, blood sanctuary, bloodline powers (abnormal reach, aberrant fortitude, staggering strike (DC 2310 plus 1/2 bloodrager level plus +5 Con), unusual anatomy) elemental resistance (cold), fast movement, keen senses, tireless bloodrage, weapon familiarity
Combat Gear potion of cure serious wounds (8), potion of good hope, potion of haste
Other Gear +5 mithral chainmail, +1 adaptive composite longbow with 20 arrows, +1 courageous furious greatsword, amulet of natural armor +1, belt of mighty constitution +6, cloak of resistance +3, extend metamagic rod, headband of alluring charisma +4, page of spell knowledge (ablative barrier), page of spell knowledge (force punch), page of spell knowledge (telekinetic charge), ring of powerful blood magic, ring of protection +2, runestone of power (3rd), runestone of power (4th), winged boots, backpack, bedroll, belt pouch, blanket, canteen, cleats, cold-weather outfit, ember pot, flint and steel, gear maintenance kit, iron pot, mess kit, rope (50 ft.), snowshoes, soap (50 uses), torches (5), trail rations (7), 17,344 gp, 8 sp, 4 cp
SPECIAL ABILITIES |
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Arcane Strike As swift action, for 1 round, your weapons gain +4+1 base plus 1 per 5 levels bonus to damage and are treated as magic weapons for overcoming damage reduction.
Blood Casting (Su) Cast bloodrager spells even while bloodraging, even defensively and can make concentration checks. Spells from other classes cannot be cast during bloodrage.
Blooded Arcane Strike While bloodraging, Arcane Strike is always in effect. If used with Vital Strike, Improved Vital Strike, or Greater Vital Strike, the bonus on damage rolls for Arcane Strike is multiplied a number of times (two, three, or four) you roll damage for those feats.
Combat Reflexes Make a number of additional attacks of opportunity per round equal to your Dexterity bonus. May make attacks of opportunity while flat-footed.
Desert Runner (Ex) Gain +4 racial bonus on Con checks and Fort saves to avoid fatigue, exhaustion, or ill effects form running, forced marches, starvation, thirst, or hot or cold environments.
Eschew Materials Cast any spell with a material component costing 1 gp or less without needing that component.
Fast Movement (Ex) A bloodrager wearing heavy armor or carrying a heavy load loses his extra speed.
Furious Focus When wielding a two-handed weapon or a one-handed weapon with two hands and using Power Attack, you do not suffer the penalty on attack rolls on the first attack you make each turn. You still suffer the penalty on any additional attacks, including attacks of opportunity.
Greater Tireless Bloodrage (Su) As free action, bloodrage and gain +6 morale Str and Con, +3 morale Will, and -2 penalty to AC. Gain 3 hp per HD which disappear when rage ends. Upon entering rage, apply effects of one 2nd-level or lower touch or personal bloodrager spell upon yourself; if duration is longer than 1 round, it lasts duration of rage. Consumes spell as if cast. Cannot use any Cha-, Dex-, or Int-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability requiring patience or concentration. Can end rage as free action, and is no longer fatigued afterward. Cannot enter bloodrage when fatigued or exhausted.
Huldra's Luck 1/dayChoose to gain +1 luck bonus on single saving throw, attack roll, or skill check.
Improved Uncanny Dodge (Ex) Cannot be caught flat-footed, flanked, nor lose Dex bonus to AC if attacker is invisible. Still loses Dex bonus to AC if immobilized or if opponent successfully uses feint. An attacker must have at least four more rogue levels than you to gain sneak attack on a flank.
Indomitable Will (Ex) When raging, gain +4 bonus on Will saves to resist enchantment spells. This bonus stacks with all other modifiers.
Iron Axes of Jomsburg
Come to Terms Specialized in Intimidate.
Weapon Training (Greatsword) When you confirm critical hit with specified weapon, gain bonus on damage equal to critical multiplier of the weapon.
Magic Item Descriptions
adaptive special weapon ability Bow's strength rating matches that of wielder and deals damage accordingly. May choose to fire with lesser Str bonus if desired.
courageous special weapon ability Grants morale bonus on saves against fear equal to enhancement bonus (factored into stats above). Any morale bonus you gain from any other source is increased by half weapon's enhancement bonus (minimum 1).
extend metamagic rod 3/dayWhen casting spell up to 6th level, duration is twice as long as normal unless duration is concentration, instantaneous, or permanent. A sorcerer requires full-round action to use. Cannot be used with any other metamagic rod.
furious special weapon ability When raging, weapon's enhancement bonus is +2 better. If you have rage power giving a skill bonus while raging, gain enhancement bonus to that skill equal to weapon's normal enhancement bonus even when not raging. When raging, add +2 more bonus to the skill.
ring of powerful blood magic 3/dayAs swift action, when bloodraging, increase the DC of spell cast by 1.
runestone of power 1/dayAs part of spellcasting action, expend runestone's power for the day instead of spell slot for appropriate level. Recharges in 24 hours. Does not work for prepared spells.
winged boots On command, sprout wings at the heel and let wearer fly, without having to maintain concentration, as if affected by a fly spell (including a +4 bonus on Fly skill checks). Can fly 3/day for up to 5 minutes per flight.
Power Attack Take -5-1 base minus 1 per 4 BAB penalty on all melee attack rolls and combat maneuver checks to gain +10+2 base plus 2 per 4 BAB bonus on all melee damage rolls. Bonus increased by half (+50%) if attacking with a two-handed weapon or a one handed weapon using two hands. Bonus halved (-50%) if attacking with an off-hand weapon. You must choose to use this feat before making an attack roll, and its effects last until your next turn. Bonus damage does not apply to touch attacks or effects that do not deal hit point damage.
Pushing Assault When you hit a creature your size or smaller with a two-handed weapon attack when using Power Attack, can choose to push opponent back 5 ft. directly away from you instead of dealing extra damage. On critical hit, target pushed 10 ft. directly away from you. Movement does not provoke attacks of opportunity, and target must end move in a safe space. Can choose effect after attack roll is made but before damage is rolled.
Staggering Strike (Su) While bloodraging, when you confirm a critical hit, target must succeed at Fort save (DC 10 + 1/2 bloodrager level + Con modifier) or be staggered for 1 round. Stacks with Staggering Critical feat; target must save against each separately.
Vital Strike When you use the attack action, you can make one attack at your highest base attack bonus that deals additional damage. Roll the weapon's damage dice for the attack twice and add the results together before adding bonuses from Strength, weapon abilities (such as flaming), precision based damage, and other damage bonuses. These extra weapon damage dice are not multiplied on a critical hit, but are added to the total.
Height 6'2"; Weight 160 lbs.; Hair Silvery Blue; Eyes Amethyst; Skin Ashen; Age 121; Religion Gorum; Homeland Varisia; Favored Class Bloodrager; XP Earned 1,501,761 of 1,800,000
Mercenary Company Iron Axes of Jomsburg; Fame 3232 passed training checks; Prestige Points 3132 passed training checks plus 0 blog journal entries minus 1 PP Weapon Training (Greatsword) expenditures
Defeated Enemies Advanced Catoblepas, Advanced Erinyes (2), Advanced Nessian Warhound (2), Advanced Nuckelavee, Baykok (2), Bearded Devil (2), Buyan Nuckelavee (3), Crag Linnorm (2), Devourer, Dybbuk-Possessed Jotund Troll, Elder Water Elemental, Furnace Golem, Gug, Hezrou Demon, Idol of the Forgotten God, Omox Demon, Pairaka Div, Rift Drake (2), Stained-Glass Golem, Taiga Giant Steppe-Rider (3), Taotieh, Venerable Quickwood
Note: Text this color denotes attributes when bloodraging.